Sins of a Solar Empire: Rebellion Version 1.93 Change Log

Enabling this option will spawn random Minor Factions on suitable worlds in the galaxy. Every game will have a different combination of Minor Faction types and locations.

Each spawn will be 1 of 15 unique Minor Factions where each has a theme and role, including mercenaries, xenophobes, pacifists, used ship dealers, demolition experts, resource miners, resistance fighters, arms dealers and more.

Each Minor Faction spawns with a set of ships, structures, surface infrastructure, and powerful new abilities.

Minor Factions and Envoys:

By default Minor Factions are hostile to you but you can use an Envoy's Goodwill mission to convince them to join your side.

In a hostile environment an Envoy can use its "Diplomatic Immunity" ability to secure the approach but its a limited duration ability so make sure no 3rd party enemies are there to disrupt you.

Envoys cannot send Goodwill missions to Minor Factions that are aligned with enemy players. The enemy Envoy must be destroyed or forced to retreat.

Your Envoy must continue its Goodwill mission to maintain the Minor Faction's allegiance (i.e it has to continue to channel the ability).

Minor Faction Advantages:

All the Minor Faction's default units and structures switch to your side but as you don't own them, they are only willing to go so far to help you out.

Minor Faction units on your side are not controllable but will defend your space.

Certain Minor Faction structures will provide benefits so long as its a benefit that you can't directly control - they don't like being told what to do. So, for example, you can't build from Minor Faction factories but any research labs, refineries, trade ports, repair bays and others will cooperate with your empire.

Minor Faction factories and construction ships will regularly rebuild their forces and structures at no cost to you.

Minor Factions will pay you a tithe as a percentage of their credit and resource income.

Minor Factions will grant you full visibility of anything they detect.

Minor Factions have an intrinsic ability to repel enemy culture.

Minor Factions will grant you access to a variety of new abilities.

Minor Faction Abilities:

Each Minor Faction has a set of abilities customized to its theme and role.

You can execute these abilities by selecting their planet and paying the cost to deploy the ability.

As the game progresses you can make each ability more powerful by improving your diplomatic skills - i.e. research the appropriate subjects in your faction's diplomacy research tree.

Some abilities generate new units. If the units are not under your direct control they won't cut into your fleet supply. If the units are under your direct control, they will affect your fleet supply. For example, if you purchase a siege raid against an enemy target, those forces will not affect your fleet supply because the only control you have is over the raid's timing and target. However, if you purchase a complement of siege ships from a ship dealer they will affect your fleet supply because you have direct control over them.

Not all abilities have purely positive effects - some offer a trade-off where you gain a powerful positive effect at the cost of a negative effect. Be sure to read the tooltips carefully.

Minor Faction Destruction:

At some point you may deem it more beneficial to eliminate a Minor Faction than to tolerate its existence. Often this is to deny an enemy access to a Minor Faction you can't hope to control any time soon.

When a Minor Faction planet is bombed into submission the Minor Faction is effectively eliminated forever denying any of its advantages to other players. All that remains are any Minor Faction ships and structures in orbit which won't be replaced after they are destroyed.

An ex-Minor Faction planet can now be colonized as a regular planet.

Minor Faction Multiplayer:

If the host of a multiplayer game owns the Minor Faction DLC, anyone joining that game can access the Minor Faction DLC content even if they don't own the DLC.

Outlaw Sectors Changes:

Outlaw Sectors Rampant Militias can now be enabled/disabled from the game options screen without disabling Smuggling and Pirate Turf.

Outlaw Sectors Rampant Militia now spawn as the faction of the local controlling faction. If none exists, they default to TEC to match the desired lore that this is TEC territory.

Outlaw Sectors Rampant Militias faction can now be Random from a list of options or attempt to match the local controlling faction.

Improved the error game event when you try to give move or attack orders to uncontrollable units (e.g. Outlaw Sectors Rampant Militia units).

Fixed bug where players could control the squads/fighters of Outlaw Sectors Rampant Militia carrier units.

Fixed NPC ships not always spawning in formation around a factory at the start of a match.

Fixed NPC ships not always traveling or arriving in formation when spawned in hyperspace enroute to a planet.

Fixed NPC ships not arriving on the same plane as the gravity well of the target planet when spawned in hyperspace enroute to a planet.

Free Updates to Base Game:

Gameplay Changes:

Added new game option to enable/disable superweapons.

Added new game option to enable/disable Ai surrendering.

Rebalanced Corvettes:

Increased ExperiencePointsForDestroying to be in line with its own slot count and relative to other combat frigates.

Decreased DamagePercentBonus:CORVETTE:CapitalShip: they aren't intended as anti-capitalship; in fact many capitalships were intended to be anti-corvettes (e.g. to help protect titans).

Decreased DamagePercentBonus:CORVETTE:Heavy: flak is intended to be the 'hardest' counter to corvettes, yet corvettes were too effective against them (partially due to firing angles and mobility but also due to this value).

Added autocast function to squad building. Right click the squad management button to have the Ai automatically fill the unit's hangars.

Superweapon autocast is now disabled by default.

Envoy's Goodwill changed to only target Minor Faction planets. The passive bonus to relationship improvement has been refactored into an intrinsic property of Envoy frigates and is now rendered in their frigate tooltip.

Disabled rendering autocast options in tooltips for abilities that can't be autocast.

Modding:

Added new archive system to better handle backwards compatibility.

Added backwards compatibility for most v1.92 mods.

Added backwards compatibility for most mods that worked prior to v1.92 (i.e. pre-GDPR) but had not been converted to the v1.92 (post-GDPR) format.

Added backwards compatibility for the previous version of player created GalaxyScenarios.

If a mod can't find a string it now uses the string value from the main game string file.

Update GalaxyForge:

Added some Minor Faction options (likely more to come in a future update).

Remove some obsolete, incomplete features that were causing confusion (triggers and selectiontoolkit).

CultureRepel now supports new additive and scalar BuffEntityModifiers.

Replaced player entity "isPsi" with proper PlayerRaceType.

Added a variety of new debug options to destroy NPC units more selectively.

Fixed minor bug with ChangePlayerIndexToNeutral and ChangePlayerIndexToCreator BuffInstantActionStates where they were erroneously attempting to add the affected unit to the first spawner's fleet even though the first spawner's player wasn't the new owner.

Failure to create enum from string error now reports the specific enum to make it easier for modders to track data errors.

Buff changes

New BuffInstantActionTypes:

ApplyBuffToLocalOrbitBodiesWithinDistance

ApplyBuffToAllFirstSpawnerShipsAndStructures

ChangePlayerIndexToPriorMinorFaction

GiveResourceToPlayer

RemovePlanetPopulation

SpawnShipsAtPlanetWithTarget

SpawnShipsAtPlanetWithRandomTarget

New BuffOverTimeActionType:

StealPopulationFromAdjacentPlanets

New BuffEntityModifierTypes:

AntiModuleDamageAsDamageDealer

CultureRepelRateAdditive

CultureRepelRateScalar

PlanetBombingDamageAsDamageDealer

New BuffFinishConditionType:

AnyInstantActionWithTriggerTypeDone

New InstantActionTriggerType:

OnColonizeAbilityUsed

New InstantActionConditionType:

IfTargetIsNotMinorFactionOwned

TargetFilter changes

New TargetOwnership:

UncontrolledMinorFaction

New TargetConstraints:

HasColonizeAbility

NotIsExplored

NotIsTech

NotIsMinorFactionOwned

NotIsOutlaw

Template changes:

New PlanetItemsTemplate group condition type:

PlanetOwnerIsMinorFactionWithFactionName

Technical:

Added backwards compatibility for most v1.92 save games.

Improved game load times.

Improved game exit times.

Fixed ICO crash.

Fixed a number of client crashes.

Fixed a sync bug.

Fixed memory leak.

Changed system requirements to Window 7 SP1 and above.

Misc:

Added new sky box (technically an old skybox but was removed by mistake in 2012).

Query - does Diplomatic Immunity get triggered while an envoy cruiser is casting Goodwill to a minor faction planet? I easily took out an enemy's envoy and it never when invulnerable while under attack.